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_a10.1515/9783110781137 _2doi |
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| 035 | _a(DE-B1597)9783110781137 | ||
| 035 | _a(DE-B1597)616964 | ||
| 035 | _a(OCoLC)1402140720 | ||
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| 082 | 0 | 4 | _a741.5 |
| 084 | _aonline - DeGruyter | ||
| 100 | 1 |
_aO'Sullivan, Stephen R. _eautore |
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| 245 | 1 | 4 |
_aThe Comic Book as Research Tool : _bCreative Visual Research for the Social Sciences / _cStephen R. O'Sullivan. |
| 264 | 1 |
_aBerlin ; _aBoston : _bDe Gruyter, _c[2023] |
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| 264 | 4 | _c©2024 | |
| 300 | _a1 online resource (XXII, 220 p.) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 505 | 0 | 0 |
_tFrontmatter -- _tAcknowledgements -- _tContents -- _tWelcome -- _tChapter 1 Visual culture, communication, and creativity -- _tChapter 2 A creative visual research agenda -- _tChapter 3 Origins of the comic book -- _tChapter 4 How comic books work: the anatomy of magic -- _tChapter 5 The comic book and creative data generation -- _tChapter 6 The comic book: a creative structure for inference -- _tChapter 7 The comic book as representation: scientific story-worlds -- _tChapter 8 The comic as research method: preserving Covid-19 -- _tChapter 9 Research comics as translation: knowledge transfer and new audiences -- _tChapter 10 Alternative shapes of knowledge -- _tAppendix 1: Toxic Play: Consuming Beer Pong -- _tAppendix 2: 10 Business Days -- _tAfterword: Origin story -- _tIndex |
| 506 | 0 |
_arestricted access _uhttp://purl.org/coar/access_right/c_16ec _fonline access with authorization _2star |
|
| 520 | _aThis book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners. | ||
| 530 | _aIssued also in print. | ||
| 538 | _aMode of access: Internet via World Wide Web. | ||
| 546 | _aIn English. | ||
| 588 | 0 | _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 06. Mrz 2024) | |
| 650 | 7 |
_aSOCIAL SCIENCE / General. _2bisacsh |
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| 653 | _aComic Book. | ||
| 653 | _aMethodology, Research Representation, Communication, Education Media. | ||
| 653 | _aVisual Research. | ||
| 850 | _aIT-RoAPU | ||
| 856 | 4 | 0 | _uhttps://doi.org/10.1515/9783110781137 |
| 856 | 4 | 0 | _uhttps://www.degruyter.com/isbn/9783110781137 |
| 856 | 4 | 2 |
_3Cover _uhttps://www.degruyter.com/document/cover/isbn/9783110781137/original |
| 942 | _cEB | ||
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_c301518 _d301518 |
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